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OpenGL Shader Builder

OpenGL Shader Builder provides an integrated environment to develop and debug GPU programs.

Main Window (Vertex Program)

Developers can write their shaders directly in Shader Builder allowing direct ties between vertex and fragment programs. This main window encompasses an editor, debugger, and resource manager. Here is an example of an ARB vertex program for per pixel lighting showing the parameters, attributes and temporaries in use.

OpenGL Profiler Resources Window

Main Window (Fragment Program)

This example shows the ARB fragment program used in the same per pixel lighting example. Note that the resource allocation now shows texture information, providing information the developer needs in order to make optimal use of a GPU.

OpenGL Profiler Resources Window

Rendering Window

Shader Builder shows real time program results in its rendering window with a selection of input geometry.

OpenGL Profiler Revder Window

Texture Window

Input textures can be loaded with the texture window, allowing control of most aspects of texture setup as an input to fragment programs.

OpenGL Profiler Texture Units Window

Symbol Editor Window

Color and vector symbolic data can be edited quickly and in real time using the symbol editor.

OpenGL Profiler Symbol Editor Window

Instruction Reference

Along with the editing, debugger and optimization tools, Shader Builder provides a handy instruction reference, allowing developers to work swiftly, even when the official specifications are not close at hand.

OpenGL Profiler Reference List Window

Updated: 2004-09-02